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blog.demofox.org
| | leifnode.com
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| | I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global
| | cowboyprogramming.com
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| | [AI summary] A technical tutorial explaining how to create realistic destructible walls in games using parity mapping shaders to simulate bullet hole depth.
| | csantosbh.wordpress.com
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| | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable...
| | aperiodical.com
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| This week, Katie and Paul are blogging from the Heidelberg Laureate Forum - a week-long maths conference where current young researchers in maths and computer science can meet and hear talks by top...